2 .NA march "Move a land unit or units"
4 .SY "march <LAND UNIT/ARMY> <ROUTE|DESTINATION>"
5 The march command is the \*Qmove\*U command applied to land units.
6 You can control one unit or an entire army with it, but they must all
7 start in the same sector.
9 Land units may only move into sectors you own, sectors of countries
10 you are allied with or deity-owned sectors with 1 exception. Spies. Spies
11 may move anywhere, with a chance of getting caught. See \*Qinfo Spies\*U for
14 The program will prompt with the maximum and minimum mobility of the
15 land units in the army, and its current position in the form:
19 which means the land units have between 23.5 and 57 mobility units, and
21 You may indicate the direction you would like the army to move
22 by typing a string of letters consisting of any combination of the
32 Other commands you may type while navigating are:
36 f to change the leader
37 i to list land units you are marching
45 The \*Qradar\*U command will cause the lead unit to use it's radar, if any.
46 You may also give a unit number or army or group of units on the same
47 line: \*Qr 12/13/14/73\*U
49 The lookout command works in the same way as radar.
51 The \*Qmap\*U command will give you a
52 map surrounding the current position.
53 By default, it will be around the leader.
54 You can also supply additional parameters:
55 .EX <32.3: g 6,2> M 3 ls
57 is equivalent to a \*Qlmap\*U command. like
60 The \*Qbmap\*U command works in the same way, it is equivalent to a
63 The \*Qleader\*U command will the change the leader.
64 By default, it will select next unit in the list, but you may also
67 The \*Qdrop\*U command will lay land mines using engineers.
68 You can specify the unit number or army or groups of units
69 and the number of land mines on the same line: \*Qd 12/13 10\*U.
70 An omitted unit number defaults to the leader,
71 for example \*Qd 10\*U lays ten land mines from the leader.
72 If you omit the number of land mines as well, the leader will lay one
75 The \*Qsweep\*U command will have the engineers in the marching
76 group search for mines in the current sector.
77 This costs as much mobility as entering a sector with mobility cost
80 Note: the lookout, radar, drop and sweep commands use BTUs,
81 just as if you'd typed them
82 separately from the command line.
84 Since the <ROUTE> can be specified in the command line,
85 simple unit movements are often typed as a single line, such as:
88 Or some movements may be done partly on the command line and partly
93 Leader is cav cavalry #0
97 <105.6:105.6: -24,-2> l
98 Your capital 100% efficient with 549 civ with 10 mil @ -5,-3
99 Your highway 100% efficient with 549 civ with 0 mil @ -4,-2
100 Your harbor 100% efficient with 549 civ with 109 mil @ -3,-1
104 <105.6:105.6: -4,-2> yh
105 cav cavalry #0 stopped at -5,-3
108 You may also simply specify the destination sector. In this case, the
109 land units will take a cheapest path (in terms of mobility) to the
115 Leader is cav cavalry #0
117 cav cavalry #0 stopped at -6,-2
120 See \*Qinfo Mobility\*U for the mobility cost to march land units.
122 Land units entering a sector that has been mined may trip landmines
123 (see \*Qinfo Hitchance\*U).
124 Units with engineering capabilities can remove up to five mines per
125 pass through a sector (indicated by the message \*QSweep...\*U).
126 Such units also take 1/2 normal damage from mines.
127 See info lmine for more details.
129 Hostile land/sea/air units may fire at/bomb/missile your units, if
130 they're on interdiction missions (see \*Qinfo mission\*U).
131 The chance of missiles and bombs hitting your land units is determined by
132 the land unit that is easiest to hit (see \*Qbomb\*U for the chance of
133 hitting). Any damage incurred is divided evenly among
134 the marching land units. Collateral
135 damage will be done to the sector that the units were marching into.
136 .SA "Unit-types, lmine, LandUnits, Transportation, Spies, Moving"